Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
The Next Big Steps In Game Sound Design
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 9, 2012
 
DICE 2012: Culture, pride lead to success at Skyrim maker Bethesda [1]
 
DICE 2012: Is the publishing model broken? [10]
 
Double Fine launches $400K Kickstarter for Schafer-led adventure game [2]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2012
 
Visual Concepts
Senior Producer, VC China (Shanghai)
 
2K Marin
FX Artist - XCOM
 
Visual Concepts
Software Engineer, VC China (Shanghai)
 
Zindagi Games
Presentation/Game Programmer
 
2K Games
Public Relations Manager - 2K Games
 
2K Marin
Level Designer
spacer
Latest Features
spacer View All spacer
 
February 9, 2012
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [32]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
 
arrow Talking Copycats with Zynga's Design Chief [82]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2012
 
The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot
 
Xbox LIVE Indie Games at it Again
 
Merging Waterfall and SCRUM [3]
 
Business Post Mortem: Wolf Toss: Pre-launch Planning & Blended CAC
 
Minmaxing - Is turn-based fun anymore? [53]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  The Next Big Steps In Game Sound Design
by Damian Kastbauer [Audio]
12 comments Share on Twitter Share on Facebook RSS
 
 
January 28, 2010 Article Start Page 1 of 4 Next
 

It's a great time in game audio these days. As we move forward in the current console generation, several emerging examples of best practices in audio implementation have been exposed through articles, demonstrations, and video examples.

Even though in some ways it feels like the race towards next gen has just begun, some of the forward-thinking frontrunners in the burgeoning field of Technical Sound Design have been establishing innovative techniques and pulling off inspirational audio since the starting gun was fired over four years ago with the release of the Xbox 360.


It's a good feeling to know that there are people out there doing the deep thinking in order to bring you some of the richest audio experiences in games available today. In some ways, everyone working in game audio is trying to solve a lot of the same problems.

Whether you're implementing a dynamic mixing system, interactive music, or a living, breathing ambient system, the chances are good that your colleagues are slaving away trying to solve similar problems to support their own titles.

In trying to unravel the mystery of what makes things tick, I'll be taking a deeper look at our current generation of game sound and singling out several pioneers and outspoken individuals who are leaving a trail of interactive sonic goodness (and publicly available information) in their wake. Stick around for the harrowing saga of the technical sound designer in today's multi-platform maelstrom.

Reverb

Reverb is one area that has been gaining ground since the early days of EAX on the PC platform, and more recently thanks to its omnipresence in audio middleware toolsets.

It has become standard practice to enable reverb within a single game level, and apply a single preset algorithm to a subset of the sound mix. Many developers have taken this a step further and created reverb regions that will call different reverb presets based on the area the player is currently located. This allows the reverb to change based on predetermined locations using predefined reverb settings.

Furthermore, these presets have been extended to areas outside of the player region, so that sounds coming from a different region can use the region and settings of their origin in order to get their reverberant information. Each of these scenarios is valid in an industry where you must carefully balance all of your resources, and where features must play to the strengths of your game design.

While preset reverb and reverb regions have become a standard and are a welcome addition to a sound designer's toolbox, there is still the potential to push further into realtime. By calculating the reverb of a sound in the game at runtime either through the calculation of geometry at the time a sound is played or through the use of reverb convolution.

Leading the charge in 2007 with Crackdown, Realtime Worlds set out to bring the idea of realtime convolution reverb to the front line.

"When we heard the results of our complex Reverb/Reflections/Convolution or 'Audio-Shader' system in Crackdown, we knew that we could make our gunfights sound like that, only in realtime! Because we are simulating true reflections on every 3D voice in the game, with the right content, we could immerse the player in a way never before heard."- Raymond Usher, to Team Xbox


Crackdown

So, what is realtime Reverb using ray tracing and convolution in the context of a per-voice implementation? Here's a quick definition of ray tracing as it applies to physics calculation:

"In physics, ray tracing is a method for calculating the path of waves or particles through a system with regions of varying propagation velocity, absorption characteristics, and reflecting surfaces. Under these circumstances, wavefronts may bend, change direction, or reflect off surfaces, complicating analysis.

Ray tracing solves the problem by repeatedly advancing idealized narrow beams called rays through the medium by discrete amounts. Simple problems can be analyzed by propagating a few rays using simple mathematics. More detailed analysis can be performed by using a computer to propagate many rays." - Wikipedia

On the other side of the coin you have the concept of convolution: "In audio signal processing, convolution reverb is a process for digitally simulating the reverberation of a physical or virtual space. It is based on the mathematical convolution operation, and uses a pre-recorded audio sample of the impulse response of the space being modeled.

To apply the reverberation effect, the impulse-response recording is first stored in a digital signal-processing system. This is then convolved with the incoming audio signal to be processed." - Wikipedia

What you end up with is a pre-recorded impulse response of a space being modified (or convoluted) by the ray-traced calculations of the surrounding physical spaces. What this allows the sound to communicate in realtime is a greater sense of location and dynamics as sound is triggered from a point in 3D space, and sound is reflected off of the geometry of the immediate surrounding area.

You can hear the results of their effort in every gunshot, explosion, physics object, and car radio as you travel through the concrete jungle of Crackdown's Pacific City. It's worth noting that Ruffian Games' Crackdown 2 will be hitting shelves soon, as will Realtime Worlds' new MMO All Points Bulletin.

With a future for convolution reverb implied by recent news of Audiokinetic's Wwise toolset, let's hope the idea of realtime reverb continues to play an integral part in the next steps towards runtime spatialization.

 
Article Start Page 1 of 4 Next
 
Comments

Roland Shaw
profile image
Thanks Damien, this article certainly inspires me 'to innovate and drive game audio well into the next generation'.

I have found IR Reverb plugins, for example Audio Ease Altiverb, to be quite expensive on even the meanest CPUs, particularly relative to the non-IR plugs. I imagine that during game play, the convolution process must be reworked constantly to match locality, and in some cases, for example when a sound occurs in an adjacent but acoustically different space, there may be need for more than one IR for the convolution process at one time. For these reasons I am struggling to understand how such a potentially CPU heavy process can work, or have I missed the point as well as lose the plot?

Thanks again for a great feature - Ro

Jen Grier
profile image
Fabulous article!

Roland, I definitely feel for you on the CPU issues, particularly while working with an online game development team. We always need to think specifically about the balance between pre-processed and dynamically processed content.

Damian Kastbauer
profile image
@Roland
Unfortunately I can't comment too much on the "how" of it working other than to say that games like Crackdown and more recently Prototype are pulling it off. My guess is, as Jen alluded to, that they struck a balance between CPU performance and processing capability. Without any additional technical information available one can only posit that they may have traded off the frequency of updating an objects position, or possibly the quality level of the convolution to find a "happy place" for their runtime.

Anyone wanna chime in with some meaty details? :)
Thanks for taking a look!

Mark Kilborn
profile image
No details to offer, but I can say that Bizarre Creations have this working with Blur. There was an interview with their Audio Programming Lead in a recent issue of Develop and he mentioned their use of convolution reverb for processing, and that the game was looking at geometry around the sound source and using that to determine the location for reverb playback. They're localizing the reverb source independently of the source content. Pretty clever stuff.

Great article Damian! Keep it up!

Roland Shaw
profile image
This goes someway to answering my question methinks, although it is regarding the PS3-

"A great example of the power of the Cell processor is that MultiStream can process 50 * 2 second convolution reverbs on one SPU in realtime. MultiStream can also decode approximately 400 MP3's on a single SPU in realtime." -- Jason Page, SCEE (Sony Computer Entertainment Europe).
http://www.gamasutra.com/view/feature/3814/nextgen_audio_squareoff_.php?page=3

Mark Kilborn
profile image
Yeah, the PS3 has some pretty fearsome capabilities when it comes to this sort of processing. Most of the projects I've been on, however, have been multiplatform. So I've never had the opportunity to exploit this functionality. I'd love to get some information on the audio systems of some of the really nice PS3 exclusives that have come out in the last year or so. Uncharted 2, MGS4, etc.

Nathan Schwartz
profile image
Mark - I'm really looking forward the Blur. But I'm also curious what sort of real-time processing was applied to Uncharted 2, in particular the scripted 'conversation' elements that occur at different points during the quest. Unfortunately I missed the event @ Pyramind in SF last month with Naught Dog's audio team, would have been a perfect time to ask them. :==(

I know that with a lot of the smaller budget titles use Convolution for space or speaker modeling but don't do it on a real-time basis, most of the processing occurs in the DAW and the files are pre-processed when they're accessed in game. Having the ability to manipulate these environments (or use them) in real-time world would be very taxing as plugins (like Pro Tools TL SPACE or Logic's Space Designer) can take up to 5% of processing power on dedicated audio systems.

John Rose
profile image
Way to go, Damian! Keep on preachin the word of sound. It's good to see that you still have the mojo!

Tomas Neumann
profile image
Great article Damian!
Sorry I couldnt provide more information to you which you requested.
To me the fundamental trend in the last years and ongoing is to enchance the creativity, responsibility, capability, and possibility of the Sound Designers through technology. All the tech we see and which I develop ultimately serves the Designers to bring their "vision" (pun intended) into the game and to the player. Tech for its own reason is useless, imho.

Cheers

Damian Kastbauer
profile image
@John
Thanks, I learned it from watching you!

@Tomas
Well, as long as you were busy enabling creative audio tech I think we can all forgive you. :)

I also think you have nailed it in your comment, all the features and functionality in the world don't mean a thing if you can't access them -and iterate on them- in the toolset/ pipeline.
There have been many cases where we (as Sound Designers and Implementers) have been limited by this disconnect; it's not that parameter values, game states, or geometry information isn't available, it's that there is often no way of hooking into it for sound without valuable programmer resources.

I continue to look forward to the further refinement of this aspect of the audio pipeline.
Thanks to everyone for furthering the discussion.

Tom Todia
profile image
My partner Chris and I were lucky enough to meet Tomas and Christian at the 2008 GDC, congrats on that G.A.N.G. award Tomas! Crysis blew my mind with the quality of the sound modes that were used. I had not even heard them in action until I turned up the audio settings to "high".

Joel Bennett
profile image
One game that still amazes me to this day with it's audio is Trespasser, released over 10 years ago. The first few times playing the demo absolutely blew me away - from the sound of a barrel being dragged across concrete to the sound of a shotgun echoing off the mountains. If there was one audio team I could talk to, it'd be the team that did the sound for Trespasser.


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.